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Secret ObjectivesThe Barony of Letnev - 1 unfulfilled secret objective in hand, 2 completed:
- Become the Gatekeeper (Status Phase, 1 VP): Have one or more ships in a system that contains an Alpha wormhole and one or more ships in a system that contains a Beta wormhole.
- Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.The Embers of Muaat - 1 unfulfilled secret objective in hand, 2 completed:
- Make an Example of their World (Action Phase, 1 VP): Use Bombardment to destroy the last of a player's ground forces on a planet.
- Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.The Yssaril Tribes - 1 unfulfilled secret objective in hand, 2 completed:
- Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points
- Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.Sardakk N'orr - 2 unfulfilled secret objectives in hand.The L1z1x Mindnet - 3 unfulfilled secret objectives in hand.The Ghosts of Creuss - 1 unfulfilled secret objective in hand, 2 completed:
- Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
- Mine Rare Metals (Status Phase, 1 VP): Control 4 hazardous planets.

Special ObjectivesN'orr's Support for the Throne (1 VP) - Held by L1z1x.Custodians of Mecatol Rex (1 VP) - Claimed by Letnev.Letnev's Support for the Throne (1 VP) - Held by Creuss.Imperial Primary (1 VP) - Claimed by Letnev, Round 3.The Crown of Emphidia (1 VP) - Held by Muaat.

- Flagship: Arc Secundus: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage, Bombardment 5 (x3). Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship.
- Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
- Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
- Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
- Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
- Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.

- Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.

- Racial Unit: Super-Dreadnought (Dreadnought): As Dreadnought, but Carry Capacity 2.
- Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hits produced by this ship and by your Dreadnoughts in this system must be assigned to non-Fighter ships if able.
- Racial Tehcnology: Inheritance Systems (Yellow, requires 2 Yellow): You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
- Racial Technology: Super-Dreadnought II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Combat Value 4, Movement 2, Carry Capacity 2. Sustain Damage, Bombardment 4. This unit cannot be destroyed by "Direct Hit" Action Cards.
- Assimilate: When you gain control of a planet, replace each PDS and Space Dock that is on that planet with a matching unit from your reinforcements.
- Harrow: After each round of Ground Combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.
- Racial Promissory Note: Cybernetic Enhancements: At the start of your turn: Remove 1 token from the L1x1x player's Strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your Strategy pool. Then, return this card to the L1z1x player.

- Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

Neutral Worlds and Overarching Game Effects

Regulated Conscription: When a player produces units, they produce only 1 fighter or infantry for its cost instead of 2.Minister of Sciences: Held by Muaat. When Muaat resolves the primary or secondary ability of the "Technology" strategy card, they do not need to spend resources to research technology.The Crown of Emphidia: Held by Muaat. Grants 1 victory point. If a player gains control of a planet in Muaat's home system, this card and its victory point is transferred to that player.Minister of Peace: Held by Yssaril. After a player activates a system containing 1 or more units of a different player, Yssaril may discard this card to immediately end the active player's turn.Minister of Policy: Held by Yssaril. At the end of the status phase, Yssaril draws 1 action card.Executive Sanctions: Each player can have a maximum of 3 Action Cards in hand.

*shrug* While I'd like to help you out, your promissory note would make me discard a card now that I'm locked to my hand size and support for the throne is of more value as a carrot not to attack you than it is for me. 1/10 or 2/10 VP at end of the game doesn't make much difference. The only thing you could do that would interest me would be exploding a bunch of Muaat things and I'm sure you have better things to do such as potentially win the game or not getting splattered.

*shrug* While I'd like to help you out, your promissory note would make me discard a card now that I'm locked to my hand size and support for the throne is of more value as a carrot not to attack you than it is for me. 1/10 or 2/10 VP at end of the game doesn't make much difference. The only thing you could do that would interest me would be exploding a bunch of Muaat things and I'm sure you have better things to do such as potentially win the game or not getting splattered.

fair, just thought I'd ask. would offer to blow up Muaat things for you but I think my fleet may be slightly occupied this round

Officially no card plays for the Mellon invasion by the way, we order our troops to cooperate with the rightful return of the bug-people